Exemple #1
0
 // OnTriggerEnter is called when the GameObject collides with another GameObject
 private void OnTriggerEnter(Collider other)
 {
     // If detected object has matching tag, add it
     if (other.gameObject.HasTag(DetectedTags.ObjectTags) && !DetectedColliders.Contains(other))
     {
         DetectedColliders.Add(other);
     }
 }
        protected virtual GameObject AddCollider(Collider c)
        {
            GameObject newColliderDetection  = null;
            GameObject newRigidBodyDetection = null;

            if (AddColliderToMap(c, c.gameObject, _gameObjectColliders))
            {
                DisposeRayCastTarget(c.gameObject);
                newColliderDetection = c.gameObject;
            }
            if (c.attachedRigidbody != null && AddColliderToMap(c, c.attachedRigidbody.gameObject, _rigidBodyColliders))
            {
                DisposeRayCastTarget(c.attachedRigidbody.gameObject);
                newRigidBodyDetection = c.attachedRigidbody.gameObject;
            }
            var newDetection = DetectionMode == SensorMode.Colliders ? newColliderDetection : newRigidBodyDetection;

            if (ShouldIgnore(newDetection))
            {
                return(null);
            }
            if (RequiresLineOfSight && newDetection != null)
            {
                bool prevDetected = _objectVisibility.ContainsKey(newDetection) && _objectVisibility[newDetection] >= _minimumVisibility;
                _objectVisibility[newDetection] = TestObjectVisibility(newDetection);
                if (!prevDetected && _objectVisibility[newDetection] >= _minimumVisibility)
                {
                    if (!DetectedColliders.Contains(c))
                    {
                        DetectedColliders.Add(c);
                    }
                    return(newDetection);
                }
                return(null);
            }
            if (!DetectedColliders.Contains(c))
            {
                DetectedColliders.Add(c);
            }
            return(newDetection);
        }